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The Legend of Zelda: Phantom Hourglass and Spirit Tracks' dungeon design | Boss Keys 

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Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, we're looking at the Nintendo DS games Phantom Hourglass and Spirit Tracks
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28 сен 2024

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Комментарии : 783   
@Gebohq
@Gebohq 7 лет назад
Nice to see Boss Keys still rolling! For those who have been debating whether exploration and mental-spacial navigating is or isn't the primary aspect of Zelda games, I'd say that they're at least a characteristic and significant part of the series, and an analysis on that aspect is both fair and informative. While Zelda games may also be defined by their combat and individual puzzles, and an analysis on those aspects could be equally fair and informative, framing with this "lens" of dungeon design (as with any lens) necessitates not focusing on those other elements as much. It's just using part of the 'game design toolkit' to deconstruct in a useful way. :) I look forward to not only the completion of the Zelda series, but this series applied to other games!
@GMTK
@GMTK 7 лет назад
Hey Scott - this is a great comment. I think I could have definitely done a better job of explaining this point myself, in the videos. And I will try to, next video. Now how do I pin a comment...
@Lulink013
@Lulink013 7 лет назад
It's now or never, since the next video will tackle the most controversial game. If there is one video where the point you are trying to make should be clear, it's the next one.
@ThisGreyWorld
@ThisGreyWorld 7 лет назад
Well that's kind of the question - because Brown's implicit thesis has always been that "dungeons" are defined as holistic, discrete experiences. If a particular kind of framing and puzzle identity contributes to a holistic, discrete experience, doesn't that accomplish a "dungeon"? Regardless of whether it follows the literal, exploration paradigm? Moreover, if you're exploring the ideaspace by interpreting map marks to find how those marks translate to literal game space via puzzles - isn't that exploration? I mean, literally, isn't this very video series a kind of exploration? This can be extended to other paradigms: Zelda combat is Zelda combat because it is a form of a puzzle - the focus isn't on reaction or dexterity (as it is in character action games), it's on discovering how to beat an enemy, "solving" its puzzle. Ocarina had bad dungeons because the "puzzles" were traditional game physics puzzles formed poorly - I'd argue that these puzzles are an attempt to introduce puzzling to information and, in fact, to the very interaction of information and game space itself, (like what you might find in adventure-platforming games). Again, though, if we see this as part of a design philosophy that begins with Link to the Past's time-jumping mechanics and follows through to Breath of the Wild's open-world areas, I'd argue that the "dungeon" is defined by the beginning and end of the puzzle, usually climaxing in a boss fight. So, dungeons that interact across time are part of the same meta-dungeon and information about the dungeon becomes part of the dungeon's logic (rather than logic about engine physics or lore or whatever). In the games in this video, even, the map literally ceases to be an object you collect and exists solely as an aspect of the dungeon itself. This is an extension of Brown's thesis which describes dungeons as holistic and mechanically-driven. If the new paradigm of perfect information harmonizes with the companion paradigm and culminates in a "useful, cross-dungeon companion" mechanic, that seems relevant to the dungeon's character, the same way as riding bubbles or getting blown by fans does. I'm not saying that the new paradigms don't introduce their own hosts of problems, but there seems to be a crucial line of design that explains this game's and subsequent title's decisions, going unexamined. It is exploration/mental-spacial navigation being iterated through new mechanics, though, perhaps not as expertly as the mechanics they had been refining for over a decade, by this point..
@Netherfly
@Netherfly 7 лет назад
Exploration is definitely *the* defining aspect of the series, but there are many ways to go about it. All the spacial-reasoning in the world in dungeons won't help much if the overworld is linear, and vice versa.
@Gebohq
@Gebohq 7 лет назад
I obviously can't speak for Mark Brown, though he does seem to be making it clearer that he feels a "well-designed Zelda dungeon" follows certain characteristics that I'm not sure I 100% agree with myself regarding general maze navigation skills. Regardless of whether it's an incomplete/insufficient study of what makes the dungeon what it is or even if it makes for a "good"/"bad" dungeon, the type of framing informs in a meaningful and arguably necessary way to show how Zelda dungeons have been designed, and I find it fascinating to see how the "level design" of a dungeon has changed over the games. Like most of his videos, even when I disagreed with certain points, I've found them valuable and insightful and worthwhile all the same.
@Aazerka
@Aazerka 7 лет назад
Phantom Hourglass was my first Zelda game, and I really loved it, I may realize it was not the best, but it has a special place for me. I too enjoyed Spirit Tracks
@epicfail1526
@epicfail1526 7 лет назад
Same thing for me. It was my first experience with an actual Full fledged Zelda game. I remember my cousin had Ocarina of Time, and he gave me the controller when he was reaching the top of Ganon's castle so I had a small experience, but I was only five years old, and it was only for five minutes, so I don't count that. After Phantom Hourglass, I picked up Twilight Princess in 2008. That's when I truly had my heart stolen by the franchise and I've been hooked ever since. :)
@videogamemusicmasterpieces8159
Id imagine it's remembered welled if its your first game and that's understandable but on a over all scale of zelda gamse, those games are the weaker games out of the zelda franchise. They're great but far from the best zelda games.
@epicfail1526
@epicfail1526 7 лет назад
I honestly wouldn't consider Phantom Hourglass to be among the weaker Zelda games honestly. Maybe Spirit Tracks, but not PH. I actually think Phantom Hourglass is better than Wind Waker, which I KNOW. Sue me. But hey, I just really don't like the dungeon design of WW. I think the Dungeon design in PH was much more clever, and the world was more intriguing to me. The islands were much larger and felt more important unlike Wind Waker where there were plenty of filler islands.
@videogamemusicmasterpieces8159
I include wind waker in the weaker Zelda games also. All great but weaker compared to some of the better titles.phantom hour glass was "good" and that's as far as I'll good with hour glass, WW and spirit tracks, I have a similar stand point on twilight princess also.
@armchairrocketscientist4934
@armchairrocketscientist4934 7 лет назад
It's nice to know there's more of us out there. I have a theory that games that maybe got a bit of a bad reception for a while like Windwaker, Skyward Sword, and even (gasp) Majora's Mask, slowly gain in popularity as the people who were introduced to the series by them grow older. Majora's Mask is now being held aloft as one of the best, Windwaker has its die hard fans, and I know that eventually us DS game fans and the Skyward Sword fans will be given a fair chance too.
@SirCalalot
@SirCalalot 7 лет назад
As a game designer - I love this series. Thank you for your hard work, Mark!
@DeyaViews
@DeyaViews 7 лет назад
Same here! It has taught me a lot about good ways to analyze levels and put it to diagrams.
@killercrashFR
@killercrashFR 7 лет назад
As a game designer too, awesome series indeed!
@shn4449
@shn4449 3 года назад
The reason I liked the temple of the ocean king is because every time you visit the temple, you have more items that you didn't have when you visited it before. You can use these items to create new shortcuts in the floors which you had already visited before. So you are visiting the same floors again and again, but every time you visit them, a new path is open for you.
@BrightBlackBanana
@BrightBlackBanana 7 лет назад
I really did enjoy the Temple of the Ocean King. I think it is by far the best part of Phantom Hourglass. It feels like exploration to me - exploring different routes and strategies, and perfecting them. I haven't played Spirit Tracks but its equivalent dungeon sounds interesting.
@littlemoth4956
@littlemoth4956 2 года назад
Years later, I still completely agree with this. It feels like people are underselling the mystery and exploration aspects of the TotOK because they simply don’t have the patience or skill to deal with it.
@garioshi6525
@garioshi6525 7 лет назад
Oh come on, the Ice Temple was great for its creative use of the Grappling Hook. I seriously could not believe how many different ways they used that item.
@queenie4194
@queenie4194 7 лет назад
I very much suspect that the detailed map and rather modular design for puzzles was because it's on a portable device. Nintendo probably thought players wouldn't be doing the dungeons all in one session and tried to make it easier to pick it back up if it had been a bit since you last played. That is generally to the detriment of the actual design in the end though.
@lauson1ex
@lauson1ex 7 лет назад
No. This excuse is thrown out of the window because, at this point, NIntendo had already developed *FOUR* portable Zelda games that had none of these flawled design choices: Link's Awakening, Oracle of Seasons, Oracle of Ages and Minish Cap. And they all work like traditional Zelda games. Let's not forget that four years later they also released A Link Between Worlds and, you guessed it, it also doesn't feature the dubious design choices from PH & ST. They choce those design goals because they intentionally wanted to make the games gimmick to make full use of the DS features, and created the game _for_ and _around_ the DS hardware features (to justify the DS), instead of making the traditional game _first_ and thinking on how to implement the hardware features to _complement_ the game (like it was done with A Link Between Worlds).
@queenie4194
@queenie4194 7 лет назад
Good point, and I do agree to a certain extent. I'm just wondering if the flip design that the DS had pushed this line of thinking to the forefront of their minds, seeing as the previous game's systems didn't have the ability to just pause and convserve battery with the flip of a system. I'll bet you the issues were also seen internally when making LBW. It's no excuse for the design suffering, anyway, I was just speculating.
@AbeM.
@AbeM. 7 лет назад
Endri Lauson nintendo became much more "conscious" about the idea of portable gaming and how it should be smaller in scale, easier to grasp, and quicker for "on the go" sessions around the DS era. Before then, they would usually just try to make portable games as equal as they could to their home console equivalents, to the best of the systems capacity. This ideology has continued into the 3DS, and is part of the reason nintendo is so adamant on calling the Switch a home console. ALBW is also very accessible and simple in scope when it comes to dungeon design. The biggest difference is that here you have a magical map that does most of the work for you.
@amandaslough125
@amandaslough125 7 лет назад
Arguably, the first portable games didn't have the screen resolution big enough to add much more detail in.
@bigbangpegasusmaster
@bigbangpegasusmaster 7 лет назад
+Endri Lauson Just going to say this: Nintendo didn't make the oracle games, four swords, or MC, capcom did (though Nintendo did make LA)
@kvweber
@kvweber 7 лет назад
I have some mixed feelings on this one. My main concern is that focusing on the fact that easy = bad completely ignores who the game is made for: children. I know that the age range of Nintendo users is vast and I played these games in my 20s when they came out, but it doesn't really change the fact that the primary target market for these games is probably somewhere in the 8-14 years range. For the DS especially developers had to be cautious in how complex things got, since the entire system was new and not exactly the most intuitive thing. My philosophy is always to design a game like it's the player's first game ever (because it will be, for many) so you really have to play it with that in mind. I think when you add a layer of complexity like touch controls, you have to sacrifice a layer of complexity like non-linear dungeons. But that's just my opinion. I think you make a lot of fair points as someone who enjoys the exploration part of Zelda above all other things and I can definitely see how these titles in particular which focus less on exploration and more on solving puzzles (in my opinion, out of the three: exploration, puzzles, and combat, puzzle solving is definitely best suited to the addition of touch controls) would be disappointing when it comes to dungeon design. The dungeons are definitely not designed to get you lost or turned around or to encourage you to look around, and while this is what I /like/ about these dungeons I do think it is fair to say for someone looking for a bigger mental challenge they definitely fall a bit flat- and they are almost embarrassingly short. Just a tiny personal note, as someone who struggles with working memory and spatial awareness, I'm always very disappointed at games that assume you have a good grasp at both. Basically, I spend a lot of time getting lost in games, but not in a fun way. It does make familiarising myself with levels, especially in 3D games, all the more rewarding, but it detracts a lot from the actual gameplay itself and discourages me from playing any further through them if I wind up spending too much time frustrated at where to go (case in point: I gave up entirely on my very first LoZ game, Oracle of Ages, because it assumed I'd played other Zelda games-or any similar game, which I hadn't- and just threw tasks and locations at me with little information attached. It turned me off of Zelda games for several years).
@GreenEyedDazzler
@GreenEyedDazzler 4 года назад
Krystal Bergman There’s a difference between pointing in the right way with level design and just showing the player exactly where to go. At that point you’re not really engaging with a game, just checking off a list by traveling to a point with no roadblocks or danger in between
@AngelofGrace96
@AngelofGrace96 4 года назад
Agreed. I also struggle with working memory which can make videogames very hard. I absolutely loved breath of the wild because it gave me a map (eventually) but a barebones one, so I wasn't completely in the dark but neither was I babied or given all the information either.
@princessspacetime1763
@princessspacetime1763 4 года назад
I think a big part of that though is that the series began with that as strong characteristics of the dungeons which was i guess also for kids back in the day. Like many franchises, making various parts of games easier and more accessible as Zelda has done with their dungeons, is a common contention. I also take what he is saying as personal views rather than absolutes, although they are very thoroughly and systematically analysed. By definition, making games more accessible by simplifying challenges means that more people will ultimately like those games - and there is absolutely nothing wrong with that of course but its ultimately all subjective opinion.
@sirreginaldfishingtonxvii6149
@sirreginaldfishingtonxvii6149 4 года назад
I believe that children, especially young children, don't become frustrated by such things in the same way. As a kid Sprit Tracks was the second game I ever owned, and I remember being stuck in the water temple for at least one or two weeks of playing basically every day because I didn't know English yet. What I'm saying is that children can, I believe, handle even really difficult things like that better than adults in certain cases, because they don't become frustrated with it and dont consider it "wasted time" in the same way, I believe.
@ldsviking
@ldsviking 4 года назад
You make some worthy points, but let's not forget that the first several games of the series were also aimed at kids 8-14. Kids are a lot smarter and more resourceful than we give them credit for sometimes.
@JanbluTheDerg
@JanbluTheDerg 2 года назад
Phantom Hourglass was my first Zelda game. I have fond memories, and at the time I didn't mind the timer or slow walking, the puzzles were fun and, at the time, the dungeons felt neat. I think it makes for a good first introduction to a Zelda game, rather than something for older more experienced Zelda fans.
@BobisOnlyBob
@BobisOnlyBob 7 лет назад
Aw, no graphs this episode. I had a feeling there wouldn't be, but I still can't help but feel a little disappointed!
@nivolord
@nivolord 7 лет назад
Start ---------------------> Finish You're welcome.
@lonestarr1490
@lonestarr1490 7 лет назад
+nivolord haha, thank you :D
@IanHsieh
@IanHsieh 7 лет назад
Somehow I can imagine Maui sing that sentence...
@leafstormblaze9449
@leafstormblaze9449 7 лет назад
feels kinda rushed, he was jus saying i dont want to do it because its to similar but then he mentioned stuff like having to carry the boss key back to the door which really changes up the dungeon design.
@aubreyh1930
@aubreyh1930 3 года назад
@@leafstormblaze9449 also completely ignored that you can get extra time on the hourglass, and that new items unlock new shortcuts in the temple of the ocean king
@Yarch_
@Yarch_ 7 лет назад
In phantom hourglass did you come across the whale island?
@armchairrocketscientist4934
@armchairrocketscientist4934 7 лет назад
I was wondering why he didn't mention that. Maybe he just isn't the exploring type?
@pianoguy222
@pianoguy222 7 лет назад
awesome astronaut I think because it's not really a dungeon, even if it is an interesting puzzle of the sort he enjoys. These videos aren't meant to be critiques of the games as a whole, but strictly an analysis of the dungeon design.
@M4x_P0w3r
@M4x_P0w3r 7 лет назад
pianoguy222 Well, there is a dungeon in the island, one that will only open by solving the island puzzle. I would have included it, it gives the ability to write things on the upper half a more important use, it proposes an interesting puzzle and the reward is really useful.
@RegretfulBirdConsumer
@RegretfulBirdConsumer 3 года назад
There's also an island that looks like a ds
@GameDevAcademy
@GameDevAcademy 7 лет назад
I've never played a Zelda game but I've watched every single Boss Keys!
@cortster12
@cortster12 7 лет назад
Never too late to play a Zelda game!
@GameDevAcademy
@GameDevAcademy 7 лет назад
Bose-Einstein I'm considering giving Ocarina a go
@cortster12
@cortster12 7 лет назад
I'd recommend A Link To The Past. Or, if you don't enjoy SNES games, try out A LInk Between Worlds. If you enjoy those, then go try the 3DS Ocarina of Time and then the 3DS Majora's Mask. You also can't go wrong with Wind Waker HD. Heck, the Oracle games for the gameboy color are also amazing. Actually, pretty much every Zelda game (except for Skyward Sword, the first Zelda as it hasn't aged well, and the CDI games) is something I'd recommend. Try to save Breath of the Wild for last if you can -- it'll make it all the more amazing.
@GameDevAcademy
@GameDevAcademy 7 лет назад
Bose-Einstein thanks for the advice!
@Dan-pv1hu
@Dan-pv1hu 7 лет назад
Yeah I agree with the Bose-Einstein. If I could erase my memory of all these games, I'd tell myself to play them in this order: 1) A Link To The Past 2) A Link Between Worlds 3) Link's Awakening 4) Oracle of Seasons/Ages 5) Minish Cap 6) Ocarina of Time 7) Majora's Mask 8) Wind Waker HD 9) Twilight Princess HD 10) Breath of the Wild This would be my top 10 anyways.
@VideoGameAnimationStudy
@VideoGameAnimationStudy 7 лет назад
Always such high quality footage, even for handhelds. I find the Super Metroid maps interesting, as they're incomplete in certain areas, and I find that encourages further exploration at dead ends, pretty much the game as a whole.
@phostings
@phostings 6 лет назад
I absolutely love these ds games. I treasured both close to my heart. My best friend even bought me the hard cover walk through book with gold trim! Only thing I didn't really care for is the over use of assets from phantom to spirit tracks and dungeons with the same music. But other than that, i love both games! I'm actually surprised Mark didn't touch on spirit tracks not having a way to jump off the train and explore on foot,lol.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
Surprised you didn't talk more about the few unique puzzles. Uncharted Island in Phantom Hourglass is as close as it gets to your "blank sheet for notes" idea, the big red door with the symbol you drew was just wacky, and pressing your map onto another map to get the location of story-important treasure was kind of cool. But even with that, this is a fantastic video that treats these games right. Now I can't wait for you to break hearts and tear Skyward Sword to pieces. ...Or will you? You will. Probably.
@josephbrandenburg4373
@josephbrandenburg4373 7 лет назад
Haha I thought your profile picture was a red pikmin at first.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
That would make the plot of Xenoblade Chronicles VERY different.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
I mean, Skyward Sword has its good parts, but it does have its problems, like any Zelda game. Barry was just trying to add some ideas about making what they started with better. He admitted he's no game designer, but he had his two cents to add, which everyone is free to do. A Let's Player called Chuggaaconroy is playing through Skyward Sword right now, and he's doing it exactly the justice it deserves and not a bit more. He admits its massive flaws and still loves it, and discusses its charm and all the things it still does right. He's treating the game quite fairly. No one who says anything bad about Skyward Sword has an agenda. It has issues like every other game, and it's completely fair to address them. I admit that it has received more hate than I agree with, but maybe the initial stream of 10/10 scores set that in motion. I like Skyward Sword, but even I have issues with it.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
If you didn't mind the color scheme of the sky, that's cool, I never noticed it. But it bothered Barry, so he wanted to talk about it. And Arin doesn't need Barry to back him up; "Sequilitis" is far more popular than "How 'Bout This Game?" Also, bashing Barry for bashing a game you like is a bit hypocritical. Just let him have his opinion. Everyone is entitled to that, at least. Just as you are.
@mattt3481
@mattt3481 7 лет назад
Yeah! Chugga! .. ... .... that's all i have to say.
@secretagentlucario
@secretagentlucario 7 лет назад
I really love this series, even if I often disagree with the conclusions reached.
@Sahoniwaya
@Sahoniwaya 7 лет назад
To be honest, zelda has always been about solving whatever "puzzle" the room might have and finding it's secrets to me while all this back tracking and mental map stuff is like busywork. I think some of the design choices for thing like compasses make a lot more sense if you approach it from that perspective.
@GMTK
@GMTK 7 лет назад
I can't agree - from finding the route through the dungeon in Zelda 1 and LTTP, to using your new item to unlock a second phase in the dungeon in Link's Awakening, to the crazy 3D dungeons of the N64 games, to the complex mazes in the Oracle duo, Zelda's dungeons were frequently about taking the dungeon as a whole space, rather than a series of discrete puzzle rooms.
@mrbinkey04
@mrbinkey04 7 лет назад
Breath of the Wild's "dungeons" are completely non-linear, and I haven't really enjoyed any of them. I'll take Wind Waker's dungeons over these dumb Divine Beasts any day.
@Sahoniwaya
@Sahoniwaya 7 лет назад
Puzzles might be the wrong word I suppose. But I've always seen it as kinda of themed gauntlet with multiple layers. The two main ones being the individual rooms and then dungeons as a whole and they're both usually connected with the item(s) of the dungeon. I haven't sat down to plot them out or anything but it's always seemed like the initial impression. That said, I don't have nearly as much exposure or playtime with the series as you've been putting in and I honestly think you've been doing a lot of great work and discussion out there. (that flowchart is a great tool for game design). So thanks for even taking the time to respond.
@satan1149
@satan1149 5 лет назад
as far as your hate of compasses go: i get lost REALLY easily in video games, zelda dungeons were always a bit of a nightmare for me before i got the map and compass. I always keep my compass on except when im trying to kill a boss in hollow knight. IDK, maybe i just need to git gud, but im thankfull that theyre there so i don't end up wasting half an hour here and there going round in a circle
@SpacepoetYT
@SpacepoetYT 7 лет назад
yes! Really glad you aren't cutting the series short! Keep it up, can't wait till you get to Link Between Worlds
@mache4748
@mache4748 7 лет назад
this was my first Zelda game and I absolutely love it for that. I really need to play it again.
@seronymus
@seronymus 7 лет назад
This video brought me a lot of nostalgia...I had a copy of Spirit Tracks and loved it so much and saw it as an original, as I had little experience with the Zelda series before. I adored the train sequences and the relaxing, cute aesthetics. It helped me feel better through stressful and depressing times. Unfortunately I lost my copy...AND my 3DS apparently, but I'm still looking for them both and I hope I find them one day. Thank you for this video Mark.
@megadeath867
@megadeath867 Год назад
I think for the other dungeons should have used a blank sheet and whatever room link is currently in gives an outline of the room. But once you leave the room layout disappears so you have to use your stylus to draw the map by hand following the outlines link gives
@roy4173
@roy4173 7 лет назад
Mark Brown, Have you ever played Etrian Odyssey? It's a game that preserves the mapmaking aspect of old games. The game gives you a blank grid on which you're allowed total freedom of what to mark and where. You have to even draw out the walls. The game is notorious for putting initially impossible to beat enemies that visibly patrol the dungeon on the same floor as the moderately challenging random encounters. So a good cartographer would include details on where to find these mini-bosses to come back and kill later. The game also utilizes a quest-hub where the players are made to rely on their hand-crafted maps to find objectives and meet goals for sidequests.
@ijoseph7343
@ijoseph7343 3 года назад
The use of the touch screen and microphone blew my little mind. Even closing the DS and using both screens. Crazy
@likenem
@likenem 7 лет назад
I always thought Phantom Hour Glass had some of the best bosses in the series.
@Lulink013
@Lulink013 7 лет назад
Yes!
@silcrowprima7827
@silcrowprima7827 3 года назад
I agree the map definitely makes them easier, but I think it makes Phantom Hourglass and Spirit Tracks have a more Unique style that separates it from other Zelda games and makes it stand out. I think it works especially well in the Temple of the Ocean king, where you fill out your maps more and more as you explore the dungeon. Like an adventurer jotting down his findings. And as you complete other dungeons and get their items, you return to the temple of the ocean king... and I just got to the exact point in the video where you basically say everything I just said bruh
@silcrowprima7827
@silcrowprima7827 3 года назад
But ultimately I still disagree on the map feature, I think it gives Phantom Hourglass the unique touch it needs to make it a worthwhile experience.
@ProfessorBear404
@ProfessorBear404 7 лет назад
Hi Mark, love your videos, keep it up!
@isaac8441
@isaac8441 7 лет назад
I've been replaying these games in anticipation for this video as they were my first Zelda games.
@1815Offixial
@1815Offixial 6 лет назад
The music in the fire temple in spirit tracks and cragmas theme is 👌👌👌
@tormodkvitberg7012
@tormodkvitberg7012 7 лет назад
This hole channel is so high quality!
@dingusbrule5756
@dingusbrule5756 7 лет назад
Spirit Tracks was my first Zelda game that I beat (years ago), and literally last night just started Phantom Hourglass. Its pretty weird that you just posted this lol. (I also beat windwaker last week for the first time)
@dancingdroid
@dancingdroid 7 лет назад
Hi, I'm Mark Brown and this is my favorite shop on the Citade... Oops! These videos are my favorites to see in my sub inbox. Always makes for a fascinating watch.
@Haugys
@Haugys 7 лет назад
when i read the title i first thought this video was about the boss keys and how they are integrated into the level design, because boss keys in those two games need to be carried from the chest to the actual boss door if i remember correctly.
@psinjo
@psinjo 6 лет назад
I'm not saying phantom hourglass was amazing, and i do agree, it is quite a departure from the standard traditional zelda puzzle dungeons, but what I personally found was that, for me, it became more about how well could i execute certain things, drawing really complicated paths with the boomerang that predicted enemy locations for example. Honestly the ocean king temple was my favorite part of the whole game, following the execution thought process, It became the closest i've ever come to speedrunning a zelda game. I had an entire legend drawn out for myself on the map and i was excited every time I pulled up more sand from the ocean, It became a challenge for myself to see how much time i could have left on the hourglass before I made it to the end, sometimes I'd go back even when i didn't have to just to try and find a more optimized route. I will say, it might have been more satisfying for the dungeons if the map only filled in as you entered each room, so there's still that sense of discovery instead of the info just being handed to you upfront, still. It's honestly one of my favorite handheld games. My single biggest complaint is the stuff that showed up while you were sailing, It wasn't challenging or rewarding at all, all it did was it meant you couldn't put the game down and look elsewhere after you drew out your path through the stones again, and I get, it's supposed to keep you engaged, but it was so easy it was more of a chore.
@soldofpol7026
@soldofpol7026 6 лет назад
I gotta say, all of your points are valid, but for some reason I still loved the dungeons in these games. I guess it's because the mechanics were really fun to use and discover. Throwing the boomerang to pick up flames and freeze water and melt snow always felt really cool and creative, even if they were easy puzzles. Same principle with the sand wand, whip, and grappling hook. Great ideas, poor execution. I guess I didn't mind the latter as much because the concept felt so fun. ALBW definitely did this better, which is why it's one of my favorites.
@zenithquasar9623
@zenithquasar9623 7 лет назад
Loved PHG and ST. I like compact small adventures on my train rides. Plus the ocean gameplay of PHG was fun!
@josephwitte1336
@josephwitte1336 7 лет назад
You should really do a Boss Keys series for all the Darksouls/Bloodborne series! I feel like you could bring up a lot of good in depth information and study about that series and how it works.
@Celemimphar
@Celemimphar 7 лет назад
Phantom Hourglass was my first Zelda game, and the first time I even heard of Zelda for that matter. I felt none of the problems you mentioned, but that may just be because I had never played another Zelda game before. (I didn't even know it was a sequel.)
@arthurbrandonnielsen
@arthurbrandonnielsen 5 лет назад
Some of the suggestions you talk about here remind me of Etrian Odyssey
@11cat123
@11cat123 7 лет назад
Just made my day! I love these videos. Keep up the good work!
@ShinSennju
@ShinSennju 7 лет назад
While I might not agree fully with your opinion that non-linearity is THE most important aspect of dungeon design or even Zelda in general. I appreciate all the thought and care that goes into your analysis. Great job, fried.
@sirheimer
@sirheimer 7 лет назад
Thank you for your hard work! Your videos really help and are truly inspiring. Awesome videos
@samuelstephens6904
@samuelstephens6904 7 лет назад
I'm not gonna lie, the Temple of the Ocean King is probably the single greatest idea in the _Zelda_ series next to the three-day cycle in _Majora's Mask_ . So it's no surprise that, like the three-day cycle, people dislike or have a difficult time wrapping their heads around it. Taking notes, plotting each venture down into the dungeon, mapping out enemy locations and routes, seeing how new items open up shortcuts, playing more efficiently each time; this is the highest level of design action-adventure games can reach. Without those "annoying pieces of design" (invincible enemies and a time-limit), none of the interesting stuff in the dungeon has much meaning. _Spirit Tracks_ is a better game simply because it improves upon and refines PH's controls, combat, puzzles, and dungeons, but the latter may be my favorite _Zelda_ game just for the Temple of the Ocean King. It's so ingenious. As for the Sand Sanctuary, backtracking through it is cool, but a lot of previous _Zelda_ dungeons use a similar "folded" structure: the Tower of the Gods in WW and the Temple of Time in TP come to mind. There are a ton of individual rooms and set-pieces like that as well across the series (e.g. backtracking with the big key).
@jessicaw7960
@jessicaw7960 7 лет назад
The thing I like about phantom hourglass is the boss fights. While they aren't THAT difficult, I can definitely say they were fun! More fun than a few other Zelda games I've played, but that's ONLY the boss fights
@karlklein2263
@karlklein2263 7 лет назад
I'm super excited about your skyward sword episode! I really enjoyed that game despite some of its flaws. Particularly the concept that traversing just general areas requires that special awareness puzzle solving you've been talking about, it's not saved for the dungeons only. I find that to be a really interesting concept many people either ignore or gloss over
@Keymaster2022
@Keymaster2022 7 лет назад
Awesome series, man!
@FCRacer
@FCRacer 7 лет назад
I just picked up Hollow Knight and I love their approach to the map system. When presented the option to buy the compass, I chose to pass on it completely. I felt that it would take the fun out of the game. I also like that they made it that you had to be standing on the ground to look at the map, it's a very small detail (As the main character is shown looking at the map). But it was a nice little touch! Again another great video Mark, glad that Boss Keys has returned!
@Soandnb
@Soandnb 5 лет назад
I kinda wanna know what this guy's opinion on the last Tower of Spirits dungeon is. I've been replaying Spirit Tracks and I found the final dungeon to be pleasantly surprising, especially that pitch black room.
@NightKNight2120
@NightKNight2120 3 года назад
몽환의 모래시계는 닌텐도 DS의 모든 기능을 최대로 활용하는 아주 훌륭한 게임이었습니다. 다른 게임기로 리마스터하는 게 불가능하죠. 터치스크린과 L로만 조작한다는 게 인상깊었죠.
@skydiamsteam6005
@skydiamsteam6005 3 года назад
O .0
@Narlaw1199
@Narlaw1199 7 лет назад
You should reeeeally play Etrian Odyssey on the 3DS. Maps are blank and you have to draw them yourself. The success in the numerous labyrinths depends a lot on the players attentiveness when drawing their map. Also, their demos are in the e-shop and are basically the first hours for free.
@Kohdok
@Kohdok 7 лет назад
As silly and pipe-dreamy as it sounds, I've actually written a treatment for a Zelda game where the partner character is sort of an Anti-Midna(More of an Anti-Fi in practice), a cheerful, but also aimless sprite who is more along for the ride rather than a guiding force(Said guiding force is something else), and as a result won't figure out the solution or offer a hint right away when asked, instead slowly piecing together the puzzle for herself and dropping glib hints after she's been given some time to mull it over, likely coming up with the solution near the same time that the average player might, meaning her hints are really for people who get super stuck. She also hides out in your inventory and will say hello whenever you open it up.
@OdamaKamayuka
@OdamaKamayuka 7 лет назад
Wow ! I just discovered your channel and it's amazing. I'm a big Zelda fan and I often compared the structure of the 3D games to try to understand the specificities of each of them. But to have the patience to analyze so many dungeons and to do it so well, it's savage. Now I've watched your Zelda series I gonna watch your other videos. Thank you for your work, keep it up to BotW! By the way the french youtube channel "Pause Process" brought me here, they are cool too, explaining aspects of video games creation. If you want to work out your french (who knows?) go check it out. :p
@currentlybeingremade9706
@currentlybeingremade9706 5 лет назад
Actually.. You don’t need 6 visits to temple of the ocean king.. You can shave off 2 visits. Two for three sea charts, one at the start and one at the end of the game.
@DragonRaiderX9
@DragonRaiderX9 7 лет назад
Another fun video. Raises interesting points. The Ocean King's Palace never bugged me as much as others for exactly that reason. That said, it is kind of annoying to have to do it when you just want to explore a new region. The nerd in me feels obligated to mention that only Phantom Hourglass used the generic cave music for all the dungeons. Spirit Tracks had individual dungeon themes. I still can't believe PH did that. It's not often I call something disgraceful, but that truly was disgraceful.
@JonathanCordeiro
@JonathanCordeiro 7 лет назад
Another great installment of Boss Keys. Keep up the great work Mark!
@Netherfly
@Netherfly 7 лет назад
So what's next for Boss Keys once Zelda is done with? Zelda-style games like Okami? Other dungeons in radically different games, like Baldur's Gate II?
@GrimTheDestroyer
@GrimTheDestroyer 7 месяцев назад
I liked the DS Zelda map design better than every other entries
@NightFlyStudio
@NightFlyStudio 7 лет назад
I've never played these games. I need to do that.
@KurttBlissZ
@KurttBlissZ 7 лет назад
I been enjoying skyward sword, for like a year on and off now. I'm one of the few people who likes the sword combat, one complaint though you can't move and swing your sword like you can in twilight princess. My fav things is exploring around and doing side quest, some of the dungeons where pretty neat and challenging.. Not sure how linear they are I haven't paid attention..
@josephbrandenburg4373
@josephbrandenburg4373 7 лет назад
Skyward Sword is pretty much totally linear until the COMPLETELY AWESOME final dungeon, but it's such a great game. The music and artwork are so good, I can excuse any flaws in gameplay ( but I felt like it didn't have all that many). There were a couple of sections I didn't like, a few I wish were longer, and a few that were good because of their uniqueness and timing. For instance, the stealth level in the volcano was fun because you only had to do it once, and it came at a time when you really felt powerful, so losing your stuff totally sucked. Also, the time-twisted ship was awesome. More than anything, though, I have to reiterate that the music and artwork were just flawless. I want to get a job doing that someday.
@Balthazar2242
@Balthazar2242 7 лет назад
I enjoyed Phantom Hourglass but forgot most of it. I actually can't remember any of the dungeons at all. Mostly I remember a puzzle where you were required to close the DS. Took me a long time to figure out.
@TheGameCreator13
@TheGameCreator13 7 лет назад
"A vary unambitious Zelda" That's how I would describe em
@phuctifyno1
@phuctifyno1 6 лет назад
Know what would have been a fun way to take full advantage of the note-making system? Draw your own maps. Like we had to on paper for the original when it came out.
@thebrilliantshadowfox4956
@thebrilliantshadowfox4956 3 года назад
Let's hope these 2 games get a remake/remaster's for the 35th anniversary
@nathaniellandreth7478
@nathaniellandreth7478 7 лет назад
Thanks to this video I learned you can pick up the arrow things, 2 years too late; better late than never.
@romainsoula6521
@romainsoula6521 7 лет назад
Hey, that's pretty good!
@BigJoker
@BigJoker 7 лет назад
>"Player directed backtracking-oh how I missed you." I've been watching your series since the start, and I totally understand letting the player make decisions and not holding their hand too much (BOTW), but may I ask why this in particular is something you hold so dearly? Sure, removing backtracking means that taking the player back to where the item is needed makes things quite easy, but if the dungeon is designed so simply as to offer no other branching paths, isn't every player going to return to the point where they need the item in the exact same path anyway? At that point, why NOT just let it automatically loop back to that point? It's like the auto-warps in Majora's Mask that take you back to the boss room, or certain buttons that drop ladders up to where you are from earlier rooms. (think the ladder that you activate in the first main room of Deku Temple) It doesn't make things easier necessarily, since you've already covered that ground and know it pretty well. It just makes it faster.
@GMTK
@GMTK 7 лет назад
That was more tongue in cheek than anything - if the dungeons are not going to have branching paths and whatnot, then yes backtracking would be boring. It was more just nice to see at least one element of the older dungeons be revisited
@9Tensai9
@9Tensai9 7 лет назад
Feels weird to hear you bashing phantom hourglass. I'm not gonna defend that game but it was the game that made me feel interested in Zelda on the first place. I would like to play it again and see if it is as linear. I wouldn't mind if it is. I like it anyway
@Kabloosh
@Kabloosh 7 лет назад
As an IOS Game Designer myself, I'm actually surprised of how this video turned out. Keep up the good work! :)
@michaelhibbert6431
@michaelhibbert6431 7 лет назад
If you find yourself in need of ideas would you be interested in doing a supplement to boss keys about the overworlds maybe not a video per game but one video for the series or a 2-3 part I'd be interested to see you compare and contrast . Also point out what works what doesn't and what's stale or classic in the over world design
@01ChaosWarrior
@01ChaosWarrior 7 лет назад
It still feels like this series has too much focus on traversal, and not enough on other elements of dungeon design. While I can understand wanting to have a game challenge your ability to keep an understanding of your surroundings, not every game in a series as long running as Zelda will have the same design goals and philosophy. Regardless, it will be interesting to see how you tackle Skyward Sword.
@Matt-gh2zm
@Matt-gh2zm 7 лет назад
The sand wand bit sounds much more like Link's Awakening/Oracle design philosophy
@thekiss2083
@thekiss2083 7 лет назад
The sand wand was my favorite part of the DS games. I get that Mark doesn't like the 'follow the path' style dungeon but I think he undersold how fun parts of those games were.
@Afrohawk512
@Afrohawk512 7 лет назад
Hey Mark, what did you think of the control scheme of using the Stylus for everything?
@GMTK
@GMTK 7 лет назад
I think it works pretty well. Kinda missed it in A Link Between Worlds, at times.
@Afrohawk512
@Afrohawk512 7 лет назад
I agree, I found it to be pretty enjoyable especially for some of the weapons that required "precision" aiming. I remember there being quite the backlash against it but I never felt it was unintuitive or clunky.
@Lulink013
@Lulink013 7 лет назад
I felt like these controls, while really easy to pick-up, slowed down some of the combat: since you can't move while aiming with an item, any bossfight that requiers you to use them usually have long cycles where they don't attack since you can't dodge. But at the same time, some items make great use of it: the boomrang mostly, but let's not forget the ridiculously OP hammer that you could use to play "whack a mole" with almost every enemy in the game.
@PixelSergey
@PixelSergey 7 лет назад
Why is everyone so absorbed in non-linearity? I like me a linear game/dungeon once in a while
@thegameneededme5
@thegameneededme5 6 лет назад
It's just that some players prefer to have more agency in finding their own path. You feel like you're truly exploring a dungeon, rather than being led from one point to the next. There's nothing inherently wrong with either style, just comes down to preference.
@karmigero
@karmigero 7 лет назад
I'm looking forward to ss, but now I also really want you to analize botw dungeons (and shrines I guess)
@Ejke
@Ejke 7 лет назад
Mark, a serious question: Do you think the fact that you are playing and analyzing these games one after another without much buffer time between them might influence your opinion on what you perceive as boring at some points? Also, do you think some of your points would have been different going through these games in a different order? Thanks and keep the videos coming!
@GMTK
@GMTK 7 лет назад
I think I give myself appropriate buffer time. These latter Zelda videos have been much more spaced apart as I needed more time between games. Chronological was the way to go as it's interesting to see Nintendo's design focus change around Wind Waker. I'd like to go back to older games now with the knowledge I have built up.
@Ejke
@Ejke 7 лет назад
Thanks for answering!
@ASolidSnack
@ASolidSnack 7 лет назад
Ironically, the game that something like note-taking would work better in, Breath of the Wild, has no gamepad features. I also feel the Temple of the Ocean King concept would work well in BOTW to complement the Shiekah Shrines.
@playsthebass1
@playsthebass1 7 лет назад
So you prefer the tower of spirits over temple of the ocean king? Personally I prefer the latter, didn't care for the co op puzzles and as you mentioned, I enjoyed redoing the sections but figuring out how to do it quicker. I feel like that's a less popular opinion though.
@boo5860
@boo5860 7 лет назад
I loved Phantom Hourglass tbh
@edfreak9001
@edfreak9001 7 лет назад
I wish more games in general let me write on the map or just have a blank page to note things on in-game. I know that's not always viable or fits the game but there are lots of times where it is and you just don't get the option.
@hamman91
@hamman91 7 лет назад
Skyward sword? Oh boy am I excited!
@cupriferouscatalyst3708
@cupriferouscatalyst3708 7 лет назад
how about letting the player draw their own map? so few games do that, yet its usually my favorite part of every game in which its featured. etrian odyssey is the most fun ive had while dungeon-crawling without bringing out my own pen and paper.
@moritzrudolph9144
@moritzrudolph9144 6 лет назад
I'm not sure but I think you missed a great part in phantom hourclass. On the "uncharted island" you have and can't get a map at all. You need to draw the map yourself. And then it riddles you about the map itself. Go to that part of the map, how does the map look completed.
@tadesubaru1383
@tadesubaru1383 7 лет назад
darn I love this game
@ataridc
@ataridc 6 лет назад
People really do exaggerate the Ocean King temple. I get that it can feel annoying repeating the dungeon, but they do try to alleviate that by letting you find new shortcuts with new dungeon items. I can blow through the first few floors in a few minutes without breaking a sweat. Also, you DO get a shortcut about halfway through. It's not that I can't see why people don't like it... I definitely get it and I don't particularly love it myself, but the idea of a dungeon that you can repeat and get a new perspective on as you unlock new items is actually a pretty good idea. i'd just say it was executed fairly poorly in the game.
@Twin2kaay7
@Twin2kaay7 7 лет назад
Phantom Hourglass and spirit tracks will always have a special place in my heart because those were the games that initially drew me into the Zelda franchise when I was a kid and the Nintendo DS was first released. oddly enough I really loved the ocean kings temple and every aspect you listed as annoying I remember as thrilling. but might as well be the nostalgia I dunno.
@grieferninja3864
@grieferninja3864 2 года назад
Same, I also love the temple of the ocean king, but I recently replayed the 2 games, and I get why people might not like it, but I love it.
@emmyw2028
@emmyw2028 2 года назад
this comment right here! i love the frustrating, challenging dungeons and tasks, it uses ur brain which normally you just..play the game,listen to what the characters/npcs say and go along with it? zelda will always be elite
@foxeye245
@foxeye245 5 лет назад
Gotta be honest, I think you were unfairly hard on the whole “writing on map” thing.
@AdeptArcanist
@AdeptArcanist 2 года назад
I think that the writing on the map was good, and the problems he was talking about were really more to do with the detail and auto-updating nature of the dungeon maps rather than the ability to write on them. Make the maps vaguer, and writing on them probably works great.
@algotkristoffersson15
@algotkristoffersson15 Год назад
@@AdeptArcanist I know this was posted long ago but what if they gave you a semi detailed map of the overworld but the dungeon map just had the starting room and the ability too switch between an arbitrary ammount of floors that is larger than the actual ammount in the dungeon by an ammount that is different for each dungeon so you would need to draw the rest of the map yourself.
@josesmith617
@josesmith617 10 месяцев назад
I agree. Some other the most challenging and also rememberable moments I had while playing the game came from figuring out tricky bits and noting them down on the map si I could use the information later.
@jonlottgaming
@jonlottgaming 7 лет назад
Actually you only need to visit the temple of the ocean king 5 times, you can get the 3rd and 4th sea chart at the same time.
@Sean-Ax
@Sean-Ax 7 лет назад
...What!? How many times I played and beat Phantom Hourglass (7 times I think? Not sure why I played it so much), and I never learned that.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
Technically you can, but it does mess with things a bit, as I don't think the game will check to see if you have it or not, and will tell you to get it. You also willingly have to walk past a bunch of treasure and take the long way around most stuff you'd get with Bombchus and the Grappling Hook.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
You have to go back once for each quadrant, plus once at the start to save a captain, and then one more time to reach a boss. You can do the 4th and 5th visits at the same time, but even if you had the most time possible, you just don't have the items that allow you to proceed.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
The warp point keeps you from having to repeat the first 6 floors, but you'll still have to repeat floors 7-9, which are a bit of a pain with three switches that require three objects in them. And you don't get the warp until the visit where you go after the third sea chart, which means repeating the first three floors three times and floors 4-6 twice. And there's no avoiding any of the floors after that.
@Tahmis_Googboi
@Tahmis_Googboi 7 лет назад
That's a blurry question with a blurry answer. You're absolutely forced to redo every floor from 7 to the bottom, but the items you get make it faster to get to lower floors. They actually let you skip floor 3 entirely. You do still have to complete the three switches on floor 9, but the bombchus, grappling hook, and so on make it easier to get them all. The only time an item outright prohibits progress is in the visit where you get the first chart - need bombs for that. And the visit after that, you need to find out the second correct symbol for the weird red door, and the game won't let you do that until after the Ghost Ship, even if you knew what it was. Also, yeah, the guy in the link forgot the first visit, before you get the titular Phantom Hourglass, and the last visit, where you have the Phantom Sword.
@58209
@58209 5 лет назад
you lost me when you wrote off the map notes in dungeons, especially when you're talking about phantom hourglass, the game with the notorious timed dungeon you have to revisit over and over. the map notes are incredibly useful, especially for players who can only play in short segments, spend long periods between play sessions, or who have memory/processing issues and need the note to remind themselves of what is where so they can still have fun while playing a memory-based challenge. "old school" gamers go on and on about how challenging games required you to take pen-and-paper notes, but when a game actually gives you the tools to take notes, those same people don't shut up about babymode hand-holding. let games be accessible. you lose nothing from optional accessibility features.
@VideoMask93
@VideoMask93 4 года назад
He literally praises all of those aspects, especially in connection with the timed dungeon. His critique is that they get overused in every dungeon, rather than being used in the one dungeon where they're most useful and not making the rest of the game piss-easy.
@kalamaroni
@kalamaroni 7 лет назад
Man, these games were my childhood. Even though I have not played them in years, I do feel compelled to rise to their defence to some degree. A critical point that you somewhat alluded to is that unlike other Zelda games, here dungeons are not divided into rooms but into floors. This allows the designers to be a lot more creative with the separation and interaction of rooms; whereas in other Zelda titles, puzzles and encounters are self-contained, here, how you fight one Phantom affects all other Phantoms on that floor, even if they are in a completely different part of the map. The trade-off is that the floors are not put into a spacial relation with each other, meaning that in order to get the kind of spacial reasoning you, Mark, enjoy, they would need to subdivide floors and make it possible to skip parts etc, which compromises the open floor plans. I do agree that the puzzles they included could have been more none-linear and harder, but remember that this was a titled aimed at 8-12 year olds. Zelda titles like Ocarina of TIme (which I remember getting frustrated over when I was around 9 years old) which include the none-linear design you like are clearly aimed at older audiences, so I am sure that this easier design was very deliberate on the part of Nintendo.
@GamesAndWhales
@GamesAndWhales 7 лет назад
I remember these games. I don't think they're the best Zelda adventures out there, but I have to give them credit, making map notes and all the new applications of old items were really neat new mechanics to play with. One puzzle I remember being particularly interesting is there were some eye switches in I think the ice dungeon that closed if you looked at them, so you had to bounce arrows off your grappling hook tightrope to shoot them with your back turned. That was really cool.
@PatchyE
@PatchyE 7 лет назад
GamesAndWhales yeah i remember that too. It took me a while to figure that out
@nicholasphelps8804
@nicholasphelps8804 4 года назад
The grappling hook in general is probably one of my favorite Zelda items. I don't think I've ever seen an item in any Zelda game before or since (not counting the Runes) that's had so much sheer versatility to it! Need a bridge? Wanna bounce some arrows? Need to get to a peg that's all the way over there? Want to pull the shield out of an enemy's hand? *Want to fly up to that door in the Temple of the Ocean King?* Grappling hook's got you covered!
@ThisGreyWorld
@ThisGreyWorld 7 лет назад
Nice vid. I think you robbed yourself a little by focusing on the undesirable aspects of the design. There was a really interesting thesis coming together at the end regarding perfect information, multi-character play (Zelda and Goron), permanent objects, and open room design. The movement away, perhaps from discrete unit dungeons and towards "moments" such as cute puzzles and recontextualization of enemies/treasures with the introduction of an item. Especially seems like there might be some design parallels here to draw to Link Between Worlds and Windwaker, in that regard. Again, always look forward to your solid content, but this one came off more as a negative review rather than the "answer-oriented insight into how certain mechanics/design choices really inform each other, even if I don't like them" that I'm used to.
@shadowhunter0815
@shadowhunter0815 7 лет назад
I might be one of the few people, who enjoyed the Temple of the seaking, despite, or rathe because of the annoying things. This was a dungeon, were you couldn't just "try and error"your way through, but rather stop in the safezones, watch the movements of the phantoms and their routes and make an plan, how you get through, without wasting time outside the safezones. However, i noticed, that i might be a bit mor patient in such gamingsituations, than many other people.
@Solibrae
@Solibrae 7 лет назад
Yeah, I find the time limit to make this more intense and satisfying to complete. I just played Phantom Hourglass again recently for the first time in 10 years so it's all fresh in my mind again, and I was able to get the 3rd and 4th Sea Charts in one run-through of the Temple. I almost ran out of time at the end but I was glad to have been able to do it like that, which is a nice feeling I would not have had without the time limit.
@puline397
@puline397 4 года назад
i completely agree! i definitely liked that part about that Temple, in which you had to plan and not rush, and drawing the paths of the phantoms' routes on the map was really useful:) but i'm also a rather patient person, so i guess it's something for people like us, because when i see someone impatient play the game, they only rush through things and are surprised or frustrated when they get killed or run out of time, because they didn't wait for the phantom to pass them by in the safe zone, but in a normal corridor. and i also liked that aspect of the dungeon that you had to repeat the floors but using newly acquired items to create shortcuts and such, and how Mark said- it was cooperating with your past self: if your notes on the map were good, so easier was the run through the temple:) for me it was pretty clever, but people don't like it, because they're too impatient ;)
@AcidArrestB
@AcidArrestB 3 года назад
At 1st I hated it but now, I think it’s great
@shn4449
@shn4449 3 года назад
Another reason I liked the temple of the ocean king is because every time you visit the temple, you have more items that you didn't have when you visited it before. You can use these items to create new shortcuts in the floors which you had already visited before. So you are visiting the same floors again and again, but every time you visit them, a new path is open for you.
@jeromeheramis2932
@jeromeheramis2932 3 года назад
The only point I can say about thd Temple of the Ocean King is its a continous dungeon that has a lot of challenges, and those challenges actually a test - for us players - of our skills and knowledge as a gamer and what have we learned as the game progress forward, the dungeon also adapts to the current strength of the player making it difficult for starters but a challenge the experts and veterans too big to miss.
@angolin9352
@angolin9352 7 лет назад
I don't think it's a bad thing that PH lets you draw notes on the map. Honestly, I wish that had been brought back for BotW, rather than that half-assed stamp system. The map you get at the beginning of the dungeon is a consequence of that - What if a player draws their own map at the wrong proportions, or off-center from the dungeon's entrance, and then gets the actual dungeon map that renders their map notes completely wrong? I agree that it could have been handled better, and that it shouldn't automatically highlight things for you. I'll even go a step further and say that the hint statues shouldn't exist, since their inclusion cheapens the triumph that people who didn't use them get for beating the game. But it's better to recognize good ideas with poor execution than to completely write off all badly-executed ideas.
@archimedekebab8196
@archimedekebab8196 Год назад
What is the problem with the stamp in Botw ? Its a good way to navigate in the world of the game without show everything its the choice of the player. I think the thing of draw over and point stamp its two different thing imo
@angolin9352
@angolin9352 Год назад
​@@archimedekebab8196 The problem is that they serve the exact same purpose (allowing the player to make their own map notes), but the stamp system is strictly worse at that job because you're limited to a few symbols compared to just writing on the map. Most of the things you'd want to drop a symbol on already have one (ex.: Shrines), and you can't write a note on the map about odd features/NPC chatter that might be secret or puzzle clues.
@Avecit_
@Avecit_ 7 лет назад
I don't think the design choice of making the player feel lost should be always treated as a perfectly good choice. I personally can't think of many things I hate more than feeling lost in a game. That's why I loved the Hollow Knight map system. It makes you lost for a little while, gives you a rough map and later gives you the whole map as you've explored it.
@ronanlequerre1858
@ronanlequerre1858 7 лет назад
I'm probably the only one but, I think Spirit Tracks was my favourite Zelda game. It felt to me as a really great sequel, meaning that they really tried to get rid of every default from the previous game, while still adding new ideas, and for me they nailed it. Also, the flute parts were really great (I love when music plays a big role in the game, like the N64 ones, or SS), the story is unique (the Ganon ripoff was not that good, but the concept of Zelda being an ally is pure gold to me), and most of all, the music in this Zelda was probably the best OST I've heard on DS, and maybe the best music in all Zelda games. I know that it's hated, mostly because of the train, but I really enjoyed it (mainly because it's one of the default of the previous game that have greatly increased). When I played it, my first Zelda was Minish Cap (that still have this unique nostalgia feeling for me), and I've hardly played any 3D Zelda (I never had a N64 nor a GameCube), so I know this is biaised, but even after playing other games, that one still remained as my personnal fav.
@19Szabolcs91
@19Szabolcs91 7 лет назад
I greatly enjoyed Spirit Tracks, and it is certainly one of the better 2D Zelda games imo. Great soundtrack and atmosphere, really fun basic gameplay, I actually liked many of the dungeons because of their puzzles were some of the best in the series, and so on. And yes, most of the flaws of PH were fixed, which was very nice. The game does have some bigger problems, though, mostly involving the train. There is nothing inherently wrong with the train, but ST is the only game in the entire series that doesn't have teleporting in the traditional sense. There are a few gates but they only connect a few specific places, and you unlock them really late, too. For this reason, and because of the linearity of the train tracks, you go back and forth on the same path a lot, and that eventually gets very boring. At least in WW and PT (where you also use a vehicle, a ship), you could always choose a somewhat different path, and see more of the world when going back and forth between islands, and you got efficient teleports, too.
@Mqstodon
@Mqstodon 3 года назад
Yeah no The train is worse than sailing. Gives you less control, had a shit warp system, and is slower and has enemies that ohko you and make you do everything again
@NTRisforthinkers
@NTRisforthinkers 7 лет назад
can't wait for the skyward sword vid
@lonestarr1490
@lonestarr1490 7 лет назад
Me too. One reason is that I just can't remember any of the skyward sword dungeons - except for the one with the roller coaster and these annoying scorpions.
@SomaCoreaix
@SomaCoreaix 7 лет назад
My favorite in that one is the Lanayru Mining Facility; tricky, actually a bit hard in some areas, and really fun. The time concept is also done very well.
@geminia999
@geminia999 7 лет назад
Seriously? SS has some of the best thematic dungeons in the series, and you can't remember any of them? Not the ancient Cistern (Buddha tale?), the Sand Ship?
@haadytariq-shuaib6531
@haadytariq-shuaib6531 7 лет назад
Me too SS is my favorite zelda game (I played them all). It is interesting, likes nice, great music, and has great themes
@MagmarFire
@MagmarFire 7 лет назад
After how much SS gets crapped on on a daily basis, I can't help but dread the episode myself.
@ckay11002
@ckay11002 7 лет назад
I can't wait until there's a BotW boss keys~ (Edit) Note to myself and others: Comments may contain spoilers; Please consult with your local doctor before ingesting spoiled comments with your eyes if you have had significant lack of BotW in your diet.
@DannyStuart
@DannyStuart 7 лет назад
Man, the graph would barely even apply. They broke the dungeon conventions in the best way - it's just player agency and not much else.
@geminia999
@geminia999 7 лет назад
Except they are so tiny it doesn't really matter
@PrincessFelicie
@PrincessFelicie 7 лет назад
Eh, apart from the last dungeon, which is the best thing ever since the invention of cookie dough, they were all pretty lackluster to me. Short, fairly unchallenging and very straightforward, especially if looked through Mark's dungeon mechanical layout lens.
@Elonyx.studios
@Elonyx.studios 7 лет назад
At the very least they do something that recent Zelda games have avoided, making the dungeons themselves a 3-Dimensional puzzle, rather than just a disney land ride where you leisurely go from point A to B. The puzzle itself may be easy, but the fact that it's still a problem asking to be solved still makes it feel more rewarding to accomplish than just going through the motions and following the invisible arrows.
@l3rvn0
@l3rvn0 7 лет назад
BotW is going to be a very special case, because the Overworld itself is a dungeon. You constantly need to think and tinker with the mechanics of the game to achieve your goals, and the Shrines literally working as Puzzle Rooms. The Divine Beasts are just important quests, not really dungeons in the classic sense.
@abc-ec4dh
@abc-ec4dh 2 года назад
I think you forgot to mention a dungeon in PH that used the dungeon changing mechanics you’ve mentioned in previous episodes. I don’t remember which one is it specifically but it’s similar to the water temple in OOT where you can raise or lower the level of the water to progress, I think this dungeon was really cool and interesting to figure out.
@mattshnoop
@mattshnoop 5 лет назад
Phantom Hourglass was my first ever Zelda Game, and Spirit Tracks took up *so much* of my time when I was a kid. I will always love them both with all of my heart.
@Shinjumaou
@Shinjumaou 7 лет назад
It's been a long time since I've played Phantom Hourglass, but it has a special place in my heart as, I think, the first Zelda game I owned myself. Though the series is about dungeons exclusively, your comment about the main dungeons reminded me of this one particular non-vital island; unlike most other locations, it was missing its map, and I think there was some sort of (granted, very basic) cartography puzzle there, where you were meant to use gossip stones and landmarks as a guide, I think? I was pretty young when I last played it, so I can't be certain. Still, I remember having a lot of fun drawing the map myself and drawing it as accurately as possible and adding little details! That bit, I think, held a lot of potential, though I wonder how well it would've translated to dungeons, where the details need to be a lot finer, and there's a lot less room for error than with a big, mostly empty island. It also made me think of the Etrian Odyssey games, with their map making mechanics (which I personally find a lot of fun, since it means I get to look around myself and determine what's important, even if they are fairly linear), which is the sort of thing I had expected of Phantom Hourglass when I first heard about it - however, those rely on placing tiles, rather than drawing by hand.
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